BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
The idea is to make main thread and job threads to be scheduled
on CPU dies which has direct access to memory (those are NUMA
nodes 0 and 2).
We also do this for new EPYC CPUs since their NUMA nodes 1 and 3
do have access but only to a higher range DDR slots. By preferring
nodes 0 and 2 on EPYC we make it so users with partially filled
DDR slots has fast memory access.
One thing which is not really solved yet is localization of
memory allocation: we do not guarantee that memory is allocated
on the closest to the NUMA node DDR slot and hope that memory
manager of OS is acting in favor of us.
- See `--log` help message for usage.
- Supports enabling categories.
- Color severity.
- Optionally logs to a file.
- Currently use to replace printf calls in wm module.
See D3120 for details.
Exiting Blender during argument parsing would leak memory
(tests, documentation generation, utilities).
While harmless, it hides real leaks which should be resolved.
creator.c was getting hard to follow.
- Split off argument and signal handling into own files.
- Move docstrings next to functions (to keep docs grouped with code).
eg:
blender -b --python-exit-code 1 --python script.py --render-anim
This causes blender not to continue parsing command line arguments and exit if the script raises an exception.
When a user tries to load a non-existing blend file from the CLI, the path
is set and Blender acts as if it is loaded. This allows the user to create
a new file by typing 'blender filename.blend' and then saving. This
behaviour is common in other tooling, such as vim and Mypaint.
Blender's current behaviour (print an error message and open the default
scene) doesn't make much sense. It ignores the filename passed on the CLI,
whereas with this patch that filename is actually remembered, and used when
saving.
Reviewers: campbellbarton, sergey, mont29
- BLI_current_working_dir's return value must be checked, since it may fail.
- BLI_current_working_dir now behaves like getcwd, where a too-small target will return failure.
- avoid buffer overrun with BLI_path_cwd, by taking a maxlen arg.
option.
This makes sense, since contexts get created at runtime, there is little
reason to require recompilation for this.
Only works on linux currently, will be doing more OSs later
We had some reports where users did not even read the "Not supported on
release builds" message, and arguably writing a file sort of indicates
that the file may include something useful.
This way it is possible to have single threaded depsgraph but threaded other areas
which is handy for torubleshooting.
he argument is: --debug-depsgraph-no-threads
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)